Game On!

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    Game On! - Presentation Transcript

    1. Game On! Connecting Video Games and Virtual Worlds to Instruction
    2. Video Games and Digital Natives
      • 267.8 million units sold in 2007. ($9.5 billion in revenue)
      • Nine games sold every second in 2007.
      • First-day sales of Halo 3 outsold first-day ticket sales of Spiderman 3 and the first-day sales of the final book in the Harry Potter series.
    3. 65% of American households play computer and video games.
    4. The average game player is 35 and has been playing games for 13 years .
    5. 38% of homes have at least one console (such as: Xbox, Playstation, Nintendo).
      • 40% of all gamers are women over 18 (and growing).
    6. The Digital Native Today’s High School Student Has Never Known A Time Without: CD Players Microwaves Nintendo The World Wide Web
    7. A typical college student has spent less than 5,000 hours reading books, but over 10,000 hours playing video games.
    8. “ The 10,000-hours rule says that if you look at any kind of cognitively complex field, from playing chess to being a neurosurgeon, we see this incredibly consistent pattern that you cannot be good at that unless you practice for 10,000 hours, which is roughly ten years, if you think about four hours a day.” -Malcolm Gladwell, author of Outliers: The Story of Success
    9. What if they spent that much time doing Biology homework?
    10. “ When I go to school, I have to power down.” -Student
    11. Their Brains Work Differently
    12. Maybe we need to rethink how we teach them?
    13. How Do You Engage The Digital Native?
    14. They crave: Social Interaction Customized Experiences Achievement Multimedia Learning That’s Relevant
    15. So, Why Video Games?
    16. Customized Experiences
    17. Social Interaction
    18. Achievement
    19. Learning That’s Relevant
    20. Multimedia
    21. Serious Games: What the Researchers are Saying
    22. “ ...the designers of many good games have hit on profoundly good methods of getting people to learn and to enjoy learning.” -James Paul Gee, University of Madison Wisconsin
    23. “ ...within games, there are in fact multitudes of literacy practices – games are full of text, she asserted, to say nothing of the entirely text-based fandom communities online that take place in forums, blogs and social networks.” -Constance Steinkhueler, FuturePlay 2007, Toronto
    24. “ Today's game designers have figured out something today's educators are still searching for: how to make learning engaging for today's kids. It would be a shame not to employ this knowledge in our classrooms.” -Marc Prensky
    25. What I’ve Seen... Students in Virtual Worlds
    26. Extreme Engagement! http://www.ljplus.ru/img4/j/i/jibo/pir2.JPG Warhammer Online Screenshot Students are leading people from around the world (often 40 or more) to accomplish collective goals. These events take planning, coordination, and decision-making skills.
    27. Extreme Engagement! They spend hours outside of the game collaborating and planning in forums, researching maps, statistics, and strategies to improve their game.
    28. A Level Playing Field – Who are They Playing With? http://www.ljplus.ru/img4/j/i/jibo/pir2.JPG Source: http://www.harbingersoflight.com They are collaborating, online, with people from all over the world. Differences in race, age, gender, and nationality are no longer an issue. Teacher Ph.D. Candidate Stay-at-home Mom County Sheriff Researcher Business Owner Editor for the Senate Produce Clerk Business Analyst Instructional Technology Coordinator Technology Engineer Quality Assurance Supervisor Water/Sewer Technician College Student University Admissions Representative Director of IT Network Administrator Protestant Minister
    29. So, how are educators using video games in instruction?
    30. Larry Dugan , a college administrator, is using the MMORPG, Lord of the Rings Online to teach Tolkien in an immersive environment.
    31. Revolution! – a Neverwinter Nights modification allows students to explore colonial Williamsburg in a 3D, immersive environment.
    32. Dimension-M, by Tabula Digita allows students to learn and practice pre-Algebra and Algebra skills in a multiplayer, action-oriented game world.
    33. Peggy Sheehy’s Middle Schoolers had an in-world trial based on the novel, Of Mice and Men, in Teen Second Life.
    34. Time to Learn? Time to Game!
    35. Why Let Students Make and Play Games?
      • Digital Storytelling That Engages
      • Requires Higher Order Thinking
      • Requires Students to Know Content
      • Taps Into The Innate Desire to Collaborate
      • Ninja-like Drill and Practice!
      • (They’ll go over material again and again without realizing!)
      Photo by David S. Carter
    36. Tools for Student Game Making (most are free)
      • Use Microsoft Office! (Jeopardy in PowerPoint) – See Jeff Ertzberger’s Site
      • YoYo Games’ Game Maker
      • Scratch , Squeak , Alice
      • RPG Maker
      • Teen Second Life
      • Atmosphir
      A Screenshot from Atmosphir
    37.  
      • www.seriousgames.org
      • www.educationarcade.org
      • www.markprensky.com
      • gaming.psu.edu
      • www.edurealms.com
      Lucas Gillispie - lucas@edurealms.com
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